# Anyone know how to do NPC avoidance with root motion locomotion?

**URL:** <https://forums.unrealengine.com/t/anyone-know-how-to-do-npc-avoidance-with-root-motion-locomotion/2178257>\
**Category:** AI\
**Tags:** root, unreal-engine, avoidance, question\
**Created:** [December 6, 2024, 9:33pm UTC](https://forums.unrealengine.com/t/anyone-know-how-to-do-npc-avoidance-with-root-motion-locomotion/2178257 "2024-12-06T21:33:42Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Mr\_AKIMBO](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Mr\_AKIMBO](https://forums.unrealengine.com/u/Mr_AKIMBO)\
**Post date:** [December 6, 2024, 9:33pm UTC](https://forums.unrealengine.com/t/anyone-know-how-to-do-npc-avoidance-with-root-motion-locomotion/2178257/1 "2024-12-06T21:33:42Z")

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So I have NPCs that move around via root motion. They often bump into each other. I tried to make my own avoidance system but it’s not very good. Has anyone here done it? Can you give me advice about how it should be handled?

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**Author:** ![PrismaticChris](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@PrismaticChris](https://forums.unrealengine.com/u/PrismaticChris)\
**Post date:** [December 6, 2024, 9:55pm UTC](https://forums.unrealengine.com/t/anyone-know-how-to-do-npc-avoidance-with-root-motion-locomotion/2178257/2 "2024-12-06T21:55:34Z")

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There are a few systems in the engine geared to solving this. Firstly, there is the RVO avoidance system documented in [Using Avoidance With the Navigation System in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community](https://dev.epicgames.com/documentation/en-us/unreal-engine/using-avoidance-with-the-navigation-system-in-unreal-engine).

Secondly, there is Mass Avoidance documented here: [Mass Avoidance Overview in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community](https://dev.epicgames.com/documentation/en-us/unreal-engine/mass-avoidance-overview-in-unreal-engine).

Which one is best, and whether either work, is largely dependent on how your NPCs are configured. It might be that Mass is a better fit, though I’m not completely sure.

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**Author:** ![Mind-Brain](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/mind-brain/32/906573_2.png) [@Mind-Brain](https://forums.unrealengine.com/u/Mind-Brain)\
**Post date:** [December 6, 2024, 10:28pm UTC](https://forums.unrealengine.com/t/anyone-know-how-to-do-npc-avoidance-with-root-motion-locomotion/2178257/3 "2024-12-06T22:28:06Z")

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Hey @Mr_AKIMBO!

Are their AI\_Controllers a child of “Detour Crowd Controller AI”? Or simply “AI\_Controller”?

If you’re not using a child of the detour crowd controller, try switching the parent of their AI Controllers to that and see how much better that fares for you.

Hope this helps!
